The war algorithm
The combinations and the basis
There are X number of combinations possible for the autonomous weapons so to simplify, i will write only the basis of the system.
The main command tank.- It will have a preloaded map for its area of operations, it will be used once the squad reaches its destination, they can either be dropped or it will move following an azimuth with predefined turning points given by distance traveled.
The secondary command vehicles.- they will create anchor points for the main tank, but will function in a similar way, they could also incorporate batteries or recon sensors.
recon vehicles.- They will map the battlefield in real time for the tank, and keep the communications running between the squad.
the squad.- They will move between the main battle tank and the anchors, using lines of fire , so they only need the anchor points and the main tank, using range and high ground for simplicity of movement, they could also understand concealment but it will require them to manage it along line of sight.
assault squads.- They will require a preloaded map, so they can use concealment, and different types of weapons, they are more complicated to use, besides they are only useful once range is no longer a viable defense option.
Batterie.- They will function as anchors and battery cahrges for the rest of the squad, nuclear, solar, etc.
The squads can take any type and number of units , so each squad will require specific commands to functions properly, but using this simple steps they will be able to operate anywhere, however they will be more dangerous on the sea and space, since they can « kite » enemy units for indefinite periods of time.
AI the war algorithm
The AI, is based on the REX tank and the small carrier, it uses semiautonomous drones with task set by proximity to the tank and range given by the weapons, so a “Tank” squad will move together, each with an specific task given by how far they are from the battlefield, although it could operate in large numbers (similar to how it is currently done) it seems it will perform better in small teams, swarming an area, advancing and retreating depending on enemy movement, this will also allow them to operate independently using a chain of command structure, task/range/weapons*drone—tank/CAS/Combat Zone/*command tank, also, each battlegroup will be using, IR, silencers, and Tracers, that will allow the “drones” and soldiers to easily see, so the groups will be relatively close to each other while keeping assault/close-range/artillery and light tanks beyond enemy range.
The system also uses a close range (radio/wifi/Bluetooth/etc) signal, to communicate with the tank, this will allow it to set the first line of cyber-defense using range and individual encrypted signals, it could also integrate a unified command structure, connected to the rex tanks, that will update the system but will remain a strategy support network.
Its importance is that this system will allow REX tanks to incorprate any weapon systems land/air/sea/space and operate autonomously for indefinite periods of time, not requiring any external networks to function properly, but able to incorporate two types of networks the artificialy created network that could allow REX tanks to identify each other if made in the same place and the upper external network.
The first network will be identical for all REX tanks regardless of where they are made its basically search and destroy missions, with an specific bearing, and any other mission parameters set before deployment area size, destination, etc.
This creates two different types of tactics a classical battle line with upper network support and independent hunting teams.
This will be a land battlegroup example, that can add or remove units depending on the terrain.
The first battlegroup was designed with a no total war combat setting in mind, meaning the use of defensive positions and guardpost, here is an updated version and simplified variations of the original battlegroup, y will be updated to incorporate “drones” in the upcoming mode.
For the navy carrier units, you can check rcp and coalitions compositions here, the main difference is the maximum range allowed, so the swarm will have to operate at larger distances, making it more difficult to coordinate.
Here is war simulator that show how the upper strategic network might look like.
The to be or not to be is a byproduct of the autonomous weapon systems, since they can be deployed, on “other peoples battlefields” and it will be difficult to find out who did it.
Something similar will happen in the buffer zones since “strategic choke points” will exist for any third party to attack, as the most obvious ones will be visible for everyone that is paying attention and those closer to the area may not want to take action for it is counterproductive to their interest, thus reducing in a certain way their offensive operational area.
This has the advantage of creating a buffer peace, as all the “shields” will be deployed almost simultaneously, thus skipping the internal chaos these tactics could create if they had been deployed with the Jericho.
Finally this seems to create a new apparently universal continuity doctrine since a similar thing will happen on land/sea/air and space since even distant future combat space fleets seem to be bound by this rules.
Doctrine and missile defense.
Modern military doctrine relies on speed and air superiority, airstrikes, speed, control points.
So at the beginning of an invasion, there will be a rush to target any strategic position and then control areas will be established, from these areas a speed and support approach will be used at selected targets. a battle group will control a large area and move when needed,
This new doctrine functions with the birdshot AA, it simply moves with as little equipment as possible to occupy a large area, thus reducing the battlegroups offensive operational area.
This is possible because weapon systems are now able to operate autonomously, for prolonged periods of time and they could be UFOS.
This also creates a new type of warfare, similar to submarine warfare, except that this system most likely will remain dormant like mines and move along the perimeter of larger targets and their own autonomous defenses.
Something similar will happen on land, at its simplest form multitarget-landmines will be scattered on the battlefield, with battlegroups support, the difference with the sea ones, is that they will be cheaper, and destroying them not cost/time effective, at the same time this will create buffer zones, since defense will be made easier, forcing the attacker to mass its forces somewhere in a cost/benefit paradigm, similar to what the birdshot and the space missile defense systems will create once deployed in several countries, as they will overlap each other and be backed by precision/speed made current ones, instead of the prepositioned vector prototypes of the birdshot and space missile defense.
Regardless of what takes preference at a tactical level, the two main systems that will change how things are done, are the missile defense and the AA, the missile defense will be able to set up shields on designated targets, this is already done on a minor scale on reactive armor system for tanks and on a large scale for ships missile shields, the difference is that they will be independent systems and some damage to the missile will be enough to at least change its trajectory, which is impractical for ships, but not for smaller targets.
The AA will reduce stealth effectiveness, for each independent gun guarding an area, as the guns only need to know how many there are and where to increase their accuracy, unlike current AI systems that require the AA to bypass aircraft’s stealth and like with the missiles a few hits will disable the aircraft.
Using both systems AA batteries could be guarded by missile shields and if possible supported by precision anti-air systems, like the iron dome. A-series or any other, thus reducing warfare ranges against ground targets that had been increasing over time, and increasing them for unarmored air targets.